Search found 15 matches
- Sat Mar 14, 2020 6:59 pm
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 165032
Re: [MOD 0.18] KRASTORIO^2
How does one harvest the biomass/creep that is left over under biter nests? standard mining drills don't work. You can't mine it by hand. Is there some special thing you need?
The ingame Wiki explains this in the "Creep" section. You have to craft the "Creep collector" item. Then drag it over ...
- Tue Apr 23, 2019 4:02 pm
- Forum: General discussion
- Topic: [Academic problem] 8 way intersection without roundabout?
- Replies: 13
- Views: 7097
Re: [Academic problem] 8 way intersection without roundabout?
This seems straigth forward:
I cann see no way a train could turn around.- Mon Aug 27, 2018 8:58 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 323
- Views: 191255
Re: [MOD 0.16.x]Helmod: Assistant to plan its base.
Hi,
i have a feature request:
When i plan a production block, i often want to change the module and beacon settings for all recipes in the block. Usually to the common 4 productivity in the assemblers and 2 speed in the beacons. That's a lot of clicking. Some copy and paste function to copy the ...
i have a feature request:
When i plan a production block, i often want to change the module and beacon settings for all recipes in the block. Usually to the common 4 productivity in the assemblers and 2 speed in the beacons. That's a lot of clicking. Some copy and paste function to copy the ...
- Tue Jul 31, 2018 10:19 pm
- Forum: Logistic Train Network
- Topic: Feature request: custom train schedules
- Replies: 11
- Views: 3326
Re: Feature request: custom train schedules
I think it's an interesting idea. But i can't think of a use case that can't be solved simpler. If you wan't to load and unload full trains without worrying about items stuck in inserters, just set appropriate thresholds, to make sure a full train can be loaded/unloaded at the provider/requester ...
- Sun Jul 15, 2018 1:42 pm
- Forum: Logistic Train Network
- Topic: Issue with Barrels
- Replies: 4
- Views: 2133
Re: Issue with Barrels
You are using the "provide threshold" signal. You have to use the "request threshold" signal (blue chest with a β€ sign) to override the global 10k threshold.
- Tue Jun 05, 2018 12:17 am
- Forum: Logistic Train Network
- Topic: Confusion about requester station design
- Replies: 10
- Views: 5813
Re: Confusion about requester station design
I think i have (hopefully) found a quite compact solution for using the "output delay fix" circuitry, even if there are tons of modded trains. It should also be forward compatible if more train trains are added:
This is the standard circuit:
4890656.png
The left decider "waits" until it sees the ...
This is the standard circuit:
4890656.png
The left decider "waits" until it sees the ...
- Mon May 28, 2018 11:26 pm
- Forum: Logistic Train Network
- Topic: Encoded Network ID, how does it work?
- Replies: 62
- Views: 54798
Re: network ID How?
This post shows some examples, how combinations of the up to 32 networks are encoded:
viewtopic.php?f=214&t=60334#p363405
viewtopic.php?f=214&t=60334#p363405
- Tue Feb 27, 2018 9:34 pm
- Forum: Bob's mods
- Topic: Strange effects of extreme speed or productivity bonuses?
- Replies: 4
- Views: 2595
Re: Strange effects of extreme speed or productivity bonuses?
it's actually 1 bonus item per tick for productivity, so it's possible to have a crafting speed that only gives 1 craft per 60 ticks, or 1 second, but have 6000% productivity giving 1 item per tick.
there was also a roll over bug where it was possible to get negative speed etc by using too many ...
there was also a roll over bug where it was possible to get negative speed etc by using too many ...
- Mon Feb 26, 2018 7:02 pm
- Forum: Bob's mods
- Topic: Strange effects of extreme speed or productivity bonuses?
- Replies: 4
- Views: 2595
Strange effects of extreme speed or productivity bonuses?
This isn't really related to Bob's mods, but it is probably only relevant if you are using Bob's modules, so i'm asking here.
I read that very extreme bonuses could lead to some strange effects or have some limitations. I'm hoping someone can confirm how things are really working. Here is how i ...
I read that very extreme bonuses could lead to some strange effects or have some limitations. I'm hoping someone can confirm how things are really working. Here is how i ...
- Mon Feb 12, 2018 10:42 pm
- Forum: Logistic Train Network
- Topic: Confusion about requester station design
- Replies: 10
- Views: 5813
Re: Confusion about requester station design
That' actually a quite nice solution! I was wondering how the slight overloading that's usually expected was handled.
One more question about smart unloading with the 5 different trains and wagons in bobs mods: If i want to use the design you linked to fix the delay problem on the LTN output, i ...
One more question about smart unloading with the 5 different trains and wagons in bobs mods: If i want to use the design you linked to fix the delay problem on the LTN output, i ...
- Sun Feb 11, 2018 7:34 pm
- Forum: Logistic Train Network
- Topic: Confusion about requester station design
- Replies: 10
- Views: 5813
Re: Confusion about requester station design
Glad to hear i understood that right. I think i will skip that smart part in my stations, since i'm currently playing with bobs mods which has 5 different locomotives and cargo wagons, making that circuit to fix the delay a bit too large for my liking.
One more question that popped up thinking ...
One more question that popped up thinking ...
- Sun Feb 11, 2018 6:14 pm
- Forum: Logistic Train Network
- Topic: Confusion about requester station design
- Replies: 10
- Views: 5813
Confusion about requester station design
I'm slightly confused about the requester design shown here .
I think i understand what it's supposed to do, but let's make sure i really get it: The LTN output gives the expected train content after unloading. This is subtracted from the current train content and sent to the filter inserters. So ...
I think i understand what it's supposed to do, but let's make sure i really get it: The LTN output gives the expected train content after unloading. This is subtracted from the current train content and sent to the filter inserters. So ...
- Wed Jan 17, 2018 9:36 pm
- Forum: Show your Creations
- Topic: Compact setups for 1/sec of each science pack
- Replies: 3
- Views: 51634
Compact setups for 1/sec of each science pack
Some science setups i designed for feeding from a main bus, where i mostly care about the width of production lines and not their height. They could be shrunk a bit more obviously, but i like the the look with long belts and few undergrounds.
https://pastebin.com/y0fGrrV8 1822815.png
https ...
https://pastebin.com/y0fGrrV8 1822815.png
https ...
- Tue Dec 12, 2017 10:34 pm
- Forum: General discussion
- Topic: How to organize train networks?
- Replies: 7
- Views: 6857
Re: How to organize train networks?
Thanks for all those tips. I think i will use the Logistics Train Network mod.
- Sun Dec 10, 2017 9:58 pm
- Forum: General discussion
- Topic: How to organize train networks?
- Replies: 7
- Views: 6857
How to organize train networks?
Relatively new player here. I just finished the campaign by building some rather interesting factories. I think the technical term to describe them is "spaghetti". After that I've done some research, watching youtube etc., and decided that the first factory, that i launch a rocket with, has to be ...